#include #include #include #include #include "../rwbase.h" #include "../rwerror.h" #include "../rwplg.h" #include "../rwpipeline.h" #include "../rwobjects.h" #include "../rwengine.h" #include "../rwplugins.h" #ifdef RW_OPENGL #include #endif #include "rwgl3.h" #include "rwgl3shader.h" #include "rwgl3plg.h" #include "rwgl3impl.h" namespace rw { namespace gl3 { #ifdef RW_OPENGL // MatFX Shader *envShader; static void* matfxOpen(void *o, int32, int32) { matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline(); envShader = Shader::fromFiles("matfx_env.vert", "simple.frag"); return o; } static void* matfxClose(void *o, int32, int32) { return o; } void initMatFX(void) { Driver::registerPlugin(PLATFORM_GL3, 0, ID_MATFX, matfxOpen, matfxClose); registerUniform("u_texMatrix"); registerUniform("u_coefficient"); } #define U(s) currentShader->uniformLocations[findUniform(s)] void matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst) { Material *m; RGBAf col; GLfloat surfProps[4]; m = inst->material; simpleShader->use(); convColor(&col, &m->color); glUniform4fv(U("u_matColor"), 1, (GLfloat*)&col); surfProps[0] = m->surfaceProps.ambient; surfProps[1] = m->surfaceProps.specular; surfProps[2] = m->surfaceProps.diffuse; surfProps[3] = 0.0f; glUniform4fv(U("u_surfaceProps"), 1, surfProps); setTexture(0, m->texture); setVertexAlpha(inst->vertexAlpha || m->color.alpha != 0xFF); flushCache(); glDrawElements(header->primType, inst->numIndex, GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset); } void calcEnvTexMatrix(Frame *f, float32 *mat) { Matrix cam; if(f){ // PS2 style - could be simplified by the shader cam = *((Camera*)engine->currentCamera)->getFrame()->getLTM(); cam.pos = { 0.0, 0.0, 0.0 }; cam.right.x = -cam.right.x; cam.right.y = -cam.right.y; cam.right.z = -cam.right.z; Matrix inv; Matrix::invert(&inv, f->getLTM()); inv.pos = { -1.0, -1.0, -1.0 }; inv.right.x *= -0.5f; inv.right.y *= -0.5f; inv.right.z *= -0.5f; inv.up.x *= -0.5f; inv.up.y *= -0.5f; inv.up.z *= -0.5f; inv.at.x *= -0.5f; inv.at.y *= -0.5f; inv.at.z *= -0.5f; inv.pos.x *= -0.5f; inv.pos.y *= -0.5f; inv.pos.z *= -0.5f; Matrix m; Matrix::mult(&m, &inv, &cam); memcpy(mat, &m, 64); mat[3] = mat[7] = mat[11] = 0.0f; mat[15] = 1.0f; }else{ // D3D - TODO: find out what PS2 does mat[0] = 0.5f; mat[1] = 0.0f; mat[2] = 0.0f; mat[3] = 0.0f; mat[4] = 0.0f; mat[5] = -0.5f; mat[6] = 0.0f; mat[7] = 0.0f; mat[8] = 0.0f; mat[9] = 0.0f; mat[10] = 1.0f; mat[11] = 0.0f; mat[12] = 0.5f; mat[13] = 0.5f; mat[14] = 0.0f; mat[15] = 0.0f; } } void matfxEnvRender(InstanceDataHeader *header, InstanceData *inst) { Material *m; RGBAf col; GLfloat surfProps[4]; float32 texMat[16]; m = inst->material; matfxDefaultRender(header, inst); MatFX *fx = MatFX::get(m); int32 idx = fx->getEffectIndex(MatFX::ENVMAP); MatFX::Env *env = &fx->fx[idx].env; envShader->use(); convColor(&col, &m->color); glUniform4fv(U("u_matColor"), 1, (GLfloat*)&col); surfProps[0] = m->surfaceProps.ambient; surfProps[1] = m->surfaceProps.specular; surfProps[2] = m->surfaceProps.diffuse; surfProps[3] = 0.0f; glUniform4fv(U("u_surfaceProps"), 1, surfProps); glUniform1fv(U("u_coefficient"), 1, &env->coefficient); calcEnvTexMatrix(env->frame, texMat); glUniformMatrix4fv(U("u_texMatrix"), 1, GL_FALSE, texMat); setTexture(0, env->tex); setVertexAlpha(1); glBlendFunc(GL_ONE, GL_ONE); flushCache(); glDrawElements(header->primType, inst->numIndex, GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } void matfxRenderCB(Atomic *atomic, InstanceDataHeader *header) { setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(); glBindBuffer(GL_ARRAY_BUFFER, header->vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); setAttribPointers(header); InstanceData *inst = header->inst; int32 n = header->numMeshes; setAlphaTestFunc(1); setAlphaRef(0.2); int32 fx; while(n--){ fx = MatFX::getEffects(inst->material); switch(fx){ case MatFX::ENVMAP: matfxEnvRender(header, inst); break; default: matfxDefaultRender(header, inst); } inst++; } } ObjPipeline* makeMatFXPipeline(void) { ObjPipeline *pipe = new ObjPipeline(PLATFORM_GL3); pipe->instanceCB = defaultInstanceCB; pipe->uninstanceCB = defaultUninstanceCB; pipe->renderCB = matfxRenderCB; pipe->pluginID = ID_MATFX; pipe->pluginData = 0; return pipe; } // Skin static void* skinOpen(void *o, int32, int32) { skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline(); return o; } static void* skinClose(void *o, int32, int32) { return o; } void initSkin(void) { Driver::registerPlugin(PLATFORM_GL3, 0, ID_SKIN, skinOpen, skinClose); } ObjPipeline* makeSkinPipeline(void) { ObjPipeline *pipe = new ObjPipeline(PLATFORM_GL3); pipe->instanceCB = defaultInstanceCB; pipe->uninstanceCB = defaultUninstanceCB; pipe->renderCB = defaultRenderCB; pipe->pluginID = ID_SKIN; pipe->pluginData = 1; return pipe; } #endif } }